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Avalira
Caldari
The Black Light Foundation
Posted - 2008.05.21 17:54:00 - [61]
 

Edited by: Avalira on 22/05/2008 18:22:55
Edited by: Avalira on 21/05/2008 20:10:17
Edited by: Avalira on 21/05/2008 20:07:21

A few gameplay enhancements would be nice:

- Route planning (Waypoints): avoid enemy systems
Perhaps an option for both high-sec and low-sec.

- A warning sign when entering a high-sec enemy system (similar to the low-sec warning) with an option to disable it.
This helps newbies who join FW without knowing everything,

- Enemies shouldn't be able to dock in your contested system stations. It should be like in 0.0 where you need to gear up and travel to your enemies.

- We need more documentation (hopefully before EVE Wiki) about FW. Things like what the beacon names correspond to in terms of allowed ships, what the maps settings mean etc..

- As mentioned above, we also need to know what ships we can bring on missions. As I understand they create beacons that restrict certain ships. Would be rather dumb to go all the way there only to find your ships can't be used.

- Access to the intel window from outside stations (add it to the Nav bar).

- Friendly NPC navies should appear white, not red.

Will edit this post if I find more.

MotherMoon
Huang Yinglong
Posted - 2008.05.21 18:17:00 - [62]
 

Originally by: Tharrn
Originally by: MotherMoon
I hope you read my thread about how easy it is to exploit the NPC with a fast ship and how NPCs should have to be cleared out before the timer starts, or should get some AI and deagrro ships that are moving too fast or are too far away form the control point they are there to protect.


Well, the point of FW is that *players* should actually help defend these installations, isn't it?



then why have NPCS at all!

there is a reason for tougher control points that allow bigger ships to get in. they want you to have to bring a few friends.

think of it this why, how you would you run a level 4 mission if all you had to do was wait a while and your allowed to use a MWD?


MotherMoon
Huang Yinglong
Posted - 2008.05.21 18:19:00 - [63]
 

Originally by: Sarin Adler
Originally by: Darius Shakor


Edit: Also, why can I, as a member of the Minmatar militia, dock in an Amarrian militia station?

Should not be doable I think. And when you sign up you should get a warning it will lock you out of rival militia stations and to clear your stuff if you have any before joining. Such an action should have consequences.


This.

I think this should have more consequences. Also enemy faction corp stations in own systems and stations not changing hands is a bit silly, but I guess that will be tweaked /added in future updates.

About the camping... it will requiere some organization, like attacking with BS & cleaning the gate and then a smaller force jumping inside the complex, etc. I don't think it's necessarilly bad.


yeah I just docked a saddled up...

if we couldn't dock in enemy systems it might give us a reason to take over systems./..

I mean sure CCP we should still be able to dock in ammar stations in high sec ammar systems, but dock 1 sec away form a control bunker? you must see how broken this is.

MotherMoon
Huang Yinglong
Posted - 2008.05.21 18:21:00 - [64]
 

Originally by: Sarin Adler
There is no difference between a pirate gang camping & enemy faction gang campin. You just go with your gang and kill them the same way like if they were from the enemy faction. you are supposed to go with PVP fits etc. should the difference should not be much.


here's to solo player sitting in a mothership at a frigate only complex.

Nomen Nescio
Posted - 2008.05.21 18:54:00 - [65]
 

This makes no sense at all.


  • Its supposed to attract new (to pvp) pilots on a smaller t1 ships

  • Its supposed to be more balanced so you can fair fights and less ganking

  • Its supposed to attract a lot of random people so you can just go anytime and get an enemy

  • But its only inside that FW deadspace?



MMM, so you want me to get into paper t1 ship and fly into hotspot where every gate and station and whatnot is camped by usual low sec ganking squad which does not give a damn about any FW at all?

How many new pvp rifters and kesters will make it? Honestly.

Ferria
Caldari
Posted - 2008.05.21 19:06:00 - [66]
 

Having spent much of today with ISD BH Desryn, it is odd that it took us severl hours to find out that bunkers will only be vunerable after a unknown number of points have been gained from taking DSC, but no one knows how many points are needed, how many you get from taking out a DSC or the respawn time on the complexs. I did however have alot of fun finding out these things. I know we probably won't be told any of this information, but the fact that it would take more than one spawn of plexes would have been nice to know from the begining.

my current overall impression, FW RULES

MotherMoon
Huang Yinglong
Posted - 2008.05.21 19:08:00 - [67]
 

it's not just tech 1 frigates.. no you see you NEED to use tech 1 frigate to take some control points.

ONe thing that Would be nice would be if the ammar and minmatar sides got some love they have a lot less regions, have them bleed into high sec please? as in 3/4 regions or so...

or jsut wait untill it goes live maybe we don't want more space :P

another problem I see is there is only like one way to ammar and minmatar space, that will be heavily camped.

Also CCP is it possible to have those border gates and highways introduced? maybe the militia has to run so many industrial missions to build one? this could suddenly open new, destoryable pathways into ammar space.

However highways could be one way maybe? going just linking to a stargate somewhere in ammar space on the border, however even though you come out on one side, if you jump back it goes where it would normally?

I think that would be kinda fun :)

and then players would run intell missions to go back over into thier space to take over the border gate/ take it out.

or maybe it's a PvP industrial "mission" PvP task in which you have to go get haulers to the border gate/ highway and keep them there so long as they steal the resources, and then once they are done the gate is gone! and then they can take the materials back to a highway agent to help fund a new one for their side?

Sarin Adler
Caldari
Posted - 2008.05.21 19:41:00 - [68]
 

Originally by: MotherMoon

ONe thing that Would be nice would be if the ammar and minmatar sides got some love they have a lot less regions, have them bleed into high sec please? as in 3/4 regions or so...


I though the whole lowsec was going to have bunkers/complexes (now it doesn't on sisi, or it does? can't remember :S)

Sarin Adler
Caldari
Posted - 2008.05.21 19:43:00 - [69]
 

Originally by: MotherMoon
Originally by: Sarin Adler
There is no difference between a pirate gang camping & enemy faction gang campin. You just go with your gang and kill them the same way like if they were from the enemy faction. you are supposed to go with PVP fits etc. should the difference should not be much.


here's to solo player sitting in a mothership at a frigate only complex.


then leave him there, eventually he will die of boredom, there are plenty of objectives. and if you attack in strength, a lot of people will be able to jump the gate anyway.

i don't know if there is dumb enough people to gatecamp a plex waiting for T1 frigates. wait... sure there is lol

MotherMoon
Huang Yinglong
Posted - 2008.05.21 19:44:00 - [70]
 

Originally by: Sarin Adler
Originally by: MotherMoon

ONe thing that Would be nice would be if the ammar and minmatar sides got some love they have a lot less regions, have them bleed into high sec please? as in 3/4 regions or so...


I though the whole lowsec was going to have bunkers/complexes (now it doesn't on sisi, or it does? can't remember :S)


no no it does, check out the map, it seems like the ammar and minmatar have about 30 less sytems than the caldari-gallenete to wage war in, but most likey this isn't an issue becuase as a minmatar player I can go into caldari space and fight anyways? I think?

Farrah Jun
Posted - 2008.05.21 19:59:00 - [71]
 

The window containing all chats tabs, including local can now be closed. The original "minimize only" is a much better scheme, I think.

Since this is a new feature instead of a bug I can't really bug report it... Hope its changed back.


MotherMoon
Huang Yinglong
Posted - 2008.05.21 20:42:00 - [72]
 

Edited by: MotherMoon on 21/05/2008 20:46:47
Originally by: Farrah Jun
The window containing all chats tabs, including local can now be closed. The original "minimize only" is a much better scheme, I think.

Since this is a new feature instead of a bug I can't really bug report it... Hope its changed back.




wait... OMG... I have to go test something

nvm you can't close them check again.
I was hoping maybe this was a optional removal of local in which if you removed local you would remove you name form the list and yet lose the ability to see if anyone else was in local.

Sarin Adler
Caldari
Posted - 2008.05.21 21:10:00 - [73]
 

Originally by: MotherMoon
Originally by: Sarin Adler
Originally by: MotherMoon
but most likey this isn't an issue becuase as a minmatar player I can go into caldari space and fight anyways? I think?


confirmed, BUT, I think you would win them for the gallente, not sure though

Venkul Mul
Gallente
Posted - 2008.05.21 21:35:00 - [74]
 

Originally by: Sarin Adler
Originally by: Darius Shakor


Edit: Also, why can I, as a member of the Minmatar militia, dock in an Amarrian militia station?

Should not be doable I think. And when you sign up you should get a warning it will lock you out of rival militia stations and to clear your stuff if you have any before joining. Such an action should have consequences.


This.

I think this should have more consequences. Also enemy faction corp stations in own systems and stations not changing hands is a bit silly, but I guess that will be tweaked /added in future updates.

About the camping... it will requiere some organization, like attacking with BS & cleaning the gate and then a smaller force jumping inside the complex, etc. I don't think it's necessarilly bad.


It is not possible to jump at range from a warpgate to asses the situation. So people will end jumping right in the mouth of the waiting pirates/enemies. Not a good thing.

Wesley Baird
D00M.
Triumvirate.
Posted - 2008.05.21 21:55:00 - [75]
 

Originally by: Jason Edwards

Self-destruct worked fine.



Self Destructed the same pod 4 times now, on 3 different occassions. Got the message it self destructs, but its still there...


Marlenus
Ironfleet Towing And Salvage
Posted - 2008.05.21 21:58:00 - [76]
 

OK, two items of feedback:

1) trivial, but some work still needs doing on the faction adjustment messages displayed when you "show transactions" in the char sheet standings display. My first 5% positive faction transaction for State Protectorate shows for a reason "ui_shared_format_siteconquered" followed by a bunch of underscores.

2) Less trivial: right now the mission offers seem bizarrely bad. I know the system adjusts, but my first level one mission offer was to jump 16 jumps, kill something, and return, for 25 LP, speed bonus if completed in 40 minutes. That's an awful lot of jumping and risk (in lowsec) for not much return, not unless the LP store (which I can't view yet) has some astonishing treasures in it. I'm not sure sixteen jump travel missions (for folks who aren't courier diehards) make sense at all in this game. Just doesn't sound like fun, no matter how much combat you get along the way.

Tharrn
Amarr
Epitoth Fleet Yards
Curatores Veritatis Alliance
Posted - 2008.05.21 23:07:00 - [77]
 

Edited by: Tharrn on 21/05/2008 23:18:50
Edited by: Tharrn on 21/05/2008 23:08:57
As I can't reproduce it right now I'll post it here rather than in a bug-report:

I crossed an Amarr system that showed as contested (I am in the Amarr militia) and decided to un-contest it by securing an Outpost. When I was halfway through the timer a Minmatar cruiser turned up. I was in a frig and decided to go and get an Arbitrator next door. So I fetch the Cruiser, move back to the Outpost and kill the Thorax. I noticed that the timer went back, probably because the Minmatar player was close to the beacon.
I continued to contest the site and the Minmatar returned, returning the favor and killing my Arbitrator. When I returned to the Outpost I was all alone in system again and all Amarr NPCs had been killed. I continued to contest the site. When the bar was full the site did not switch - the bar just stood at contested but no message in local that it had been secured.
I warped out and back in and got close to the beacon again - the site switched and I was DEMOTED for crimes against the Empire! Local showed 'This location has been secured' though (not captured!).
I suppose all the back and forth somehow confused the system. As that will be rather common it should be working though I guess :P

Edit: I just checked the standings and got the correct standings BOOST of 7,6% for defending the site. LOL, looks messed up.

Tharrn
Amarr
Epitoth Fleet Yards
Curatores Veritatis Alliance
Posted - 2008.05.21 23:26:00 - [78]
 

And regarding the defense side:

It makes sense that you get no points for securing your own sides complexes in uncontested systems but I foresee that people will just use alts in the opposing militia, will find a quite pocket of systems and will contest them for their main to farm victory points nonetheless.

It's not like I'd have a solution but I am pretty sure that it's bound to happen :P

BamseTheDane
Minmatar
x13
Raiden.
Posted - 2008.05.21 23:37:00 - [79]
 

Just had a major fight in Amamake =) We've already contested the space but just tried some fighting, just for the heck of it :D Darn that was a ride.. Blobbing may easily occur outside the plexes, as in any war atm, but inside it's a total different story =) I can't personally wait for this to hit, but yeah.. A little more information on the mechanics included would be nice(Points needed, Respawn timers, and such..) Complexes are kinda like the POS' for 0.0 system control.. You take one into reinforced and come back later to finish it off =) Your enemy has a certain time to mount a defence :D All in all, I likey likey..

Hehulk
Black Sea Industries
Posted - 2008.05.21 23:39:00 - [80]
 

Originally by: Avalira
- We need more documentation (hopefully before EVE Wiki) about FW. Things like what the beacon names correspond to in terms of allowed ships


Show info on the beacons

Ferria
Caldari
Posted - 2008.05.22 01:26:00 - [81]
 

yeah Bams, that fight was crazy, 5 cap ships 10 or so other ships. man that was fun

Thorradin
State Protectorate
Posted - 2008.05.22 01:35:00 - [82]
 

Originally by: MotherMoon
Originally by: Sarin Adler
There is no difference between a pirate gang camping & enemy faction gang campin. You just go with your gang and kill them the same way like if they were from the enemy faction. you are supposed to go with PVP fits etc. should the difference should not be much.


here's to solo player sitting in a mothership at a frigate only complex.


Here's to an alliance/corp killing a solo mothership sitting on a FW gate.

Rawr Cristina
Caldari
Naqam
Posted - 2008.05.22 02:12:00 - [83]
 

Originally by: Nomen Nescio

MMM, so you want me to get into paper t1 ship and fly into hotspot where every gate and station and whatnot is camped by usual low sec ganking squad which does not give a damn about any FW at all?


FW hotspots only appear on overview when you actually warp to them IIRC, so you could get through the gate before anyone was able to camp it... Razz

yes they'll be pirates, but it's not like they can't be killed. People camping in capital ships are putting themselves in the same position they do by camping stargates - an extremely risky one.

MotherMoon
Huang Yinglong
Posted - 2008.05.22 02:21:00 - [84]
 

Originally by: Thorradin
Originally by: MotherMoon
Originally by: Sarin Adler
There is no difference between a pirate gang camping & enemy faction gang campin. You just go with your gang and kill them the same way like if they were from the enemy faction. you are supposed to go with PVP fits etc. should the difference should not be much.


here's to solo player sitting in a mothership at a frigate only complex.


Here's to an alliance/corp killing a solo mothership sitting on a FW gate.


here's to the RP alliances shunning CCP and not coming to our rescue :P

Dex Nederland
Caldari
Lai Dai Infinity Systems
Posted - 2008.05.22 05:29:00 - [85]
 

I haven't tested this - but I heard that the Command Ships will be unable to take part in even the large scale military locations. I personally think this takes away from actually using them to command Cruiser fleets.
The same would apply for Battlecruisers in relation to using them in command of T1 Cruisers.

Or are there huge balancing issues in doing that?

Kil'Roy
Minmatar
The Rat Patrol
Posted - 2008.05.22 06:01:00 - [86]
 

Hi, I have some feedback.

I don't like that you changed the Cheetah to be based upon the Probe model.

I would rather that you swapped Vigil and Probe models and left the Cheetah as it was.

Would you be able to do that?

MotherMoon
Huang Yinglong
Posted - 2008.05.22 06:23:00 - [87]
 

Originally by: Kil'Roy
Hi, I have some feedback.

I don't like that you changed the Cheetah to be based upon the Probe model.

I would rather that you swapped Vigil and Probe models and left the Cheetah as it was.

Would you be able to do that?


if they do that then the EAS will have to be a probe.


Kil'Roy
Minmatar
The Rat Patrol
Posted - 2008.05.22 06:43:00 - [88]
 

Originally by: MotherMoon

if they do that then the EAS will have to be a probe.




Wouldn't want to wish that on anyone.

MotherMoon
Huang Yinglong
Posted - 2008.05.22 07:18:00 - [89]
 

Originally by: Kil'Roy
Originally by: MotherMoon

if they do that then the EAS will have to be a probe.




Wouldn't want to wish that on anyone.


thank you :)

it's one of my favorite ships. the thing is the probe looks like a ship that would just fly around taking data. sorry :/ blame the tech one hull.

Danae Melios
Ordo Ars Scientia
Posted - 2008.05.22 08:12:00 - [90]
 

Anyone see duplicate listings on the market at all? I was shopping for magstabs, and all the meta items are listed twice, once with the "I" and once without, each have different variations listed (the "I" has faction and storyline, but no Basic, the "no I" has Basic but no storyline/faction). They also have different stats listed. For example, if you look up "Gauss Field Balancer" and "Gauss Field Balancer I" on SiSi you get what look like two different mods.

I spot checked the other weapon upgrade module categories and didn't find that type of odd duplication, so I bug reported it.

Anyone else see an oddity like this?


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